4/1/11
Lol, not an April Fool's thing. Been slowly plugging along for this game. Now all that's left is sound, music and graphics instead of the mountain of placeholder...
I may update and upload screenshots more often as things get done I think.
3/6/11
Minor updates, chugging along. About 50% done now.
I've been sitting on this one a while. Note: I haven't talked much or done any promoting about this until now because I feel if I post something and it never gets done I'll feel like an ass. If I stop posting anything altogether though it's probably not because I stopped working on this, but that I'm prone to just falling off the face of the Earth (I've been working on this game on and off since 2006 so I don't think I'd ever really abandon it.)
I don't want to post any screenshots because everything's placeholder right now (though I may, I don't know. Depends on how I'm feeling... I guess a few won't hurt, but they'll be at the end.)
ABOUTHaasten is an RPG I've been working on in RMVX because I'm too stupid to understand programming. The idea was to make an interesting RPG (mechanically) using the basic design aesthetic of early JRPGs. In a lot of ways it's like the Dragon Quest series and in a lot of ways it isn't. I'll go into the design stuff after I've explained the backstory.
BACKSTORY/SETTINGSo, long-long ago in 1983 the dream world and the real world merged, making this strange dreamlike dimension. Noone realized anything had happened until 1993 when certain people began to lucid dream. Lucid dreamers quickly became adventurers and heroes thanks to their ability to control the quasi-dreamworld. You run a guild of adventurer's from a secret bunker thanks to your telekinesis. This story is about the fall of your guild.
It's 1993 in the quasi-dreamworld ("realmspace"). The game features telephones, TVs, radio and other modern conveniences alongside doppelgangers, static-monsters, demons, genies, elves, etc.
DESIGN JUNKThe important stuff: so, you have access to all 12 playable characters right from the beginning, and up to 4 can be active at a time in a party. You can swap out members in your party at any point, even during combat (after a certain point in the story.)
Each character is very different and requires certain strategies to be effective, but they all fall into one of four major categories: DPS, SUPPORT, MAGIC and LEADER. DPS characters do heavy melee damage, SUPPORT characters can heal and buff, magic characters deal magic and burst damage, and LEADER characters have a mix of two or three other categories.
There are no random encounters, in fact there is only a finite number of monsters you can fight in the game. Also, grinding until you're strong enough to defeat the boss is impossible. Bosses and mini-bosses follow patterns and strategies and function more like turn-based platform encounters than the usual Final Fantasy fare. Most of combat with bosses revolves around figuring out
how to defeat them, and how to survive long enough to gain the upper-hand. Normal battles are more about endurance and managing resources. Mana is extremely tight and hard to come by; a lot of characters have 10 or so MP with skills that cost 1-3 MP making resource management easier to gauge.
Monsters are also a lot tougher than in most RPGs since you have 12 characters that can be swapped out at any time. So long as someone's left alive at the end of the turn you can swap one character out for another (though, since this is the first game most encounters are pretty easy.)
With less focus on grinding and repetitive battles and more focus on management and strategy I hope to make an RPG that's more game-y and less dungeon crawl-y in my opinion (though, there is a part of me that does enjoy dungeon crawling personally now and again.)
PROGRESSThe only reason I'm posting this is because I made a major stride in development. With the exception of the phone line system (you can use payphones or normal phones to call random numbers you find on bathroom stalls, written on signs, etc) the game system is done. I was able to play through to the end of the game (it clocks at around 2-3 hours, 4-5 if you explore everything and do all the side-quests.) Now all that's required is to complete the writing and do the art (pretty much every scene right now reads "Character X goes here, does Y and feels Z!")
Because of this I'm fairly hopeful I'll be finally able to finish this in 2011. But I've probably just jinxed myself.
Just finished all the story stuff the other day. It's april now, Ixis. April first. And aside from looking forward to the inevitable Homestuck update for its one year anniversary I'm pretty excited about finishing this game.
SCREENSHOTSWandering aroundI forgot what this one isI hope this one's combatLooking at the river, I think